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13

All characters in 4e are magic. The how of these things is up to you and you group to decide. 4e relies on a tight balance to make things fun, keep roles distinct and keep everyone at approximately the same general power level. Tweaking things because of in universe justifications that make different assumptions than the game's design can have unforseen ...


12

Wish removes it by making it not happen when you leave The effect referred to is discovering that time has passed at a different rate while you were gone. Wish can be used to remove the effect of time passing at a different rate while in the Feywild — it doesn't remove the effect when it isn't affecting the creatures, after they've left the Feywild. Once ...


12

No. But remember: a single attack in Dungeons and Dragons doesn't necessarily correspond to a single strike with a weapon - just a concerted effort to inflict harm to a target with a weapon. While it's possible to imagine that combat involves characters and monsters facing off for a few seconds, then each making one strike, and then settling back to a ...


11

Nope. You only get one attack per action, unless you have the extra attack feature. You can also make additional attacks with your bonus action if using light one handed weapons (can be improved with class features or feats). No amount of dextery will affect your attack options if you are going by the rulebooks.


10

Instead of trimming down and modifying systems that are designed for playstyles you're not interested in, consider using a game system that's already doing what you want. BRP and CoC assume combat, and are generally geared toward multi-session campaigns. It's possible to hack them into compliance with your needs, but that's gonna take some effort. Even ...


9

Yes, you can gain a familiar elsewhere and have both This ambiguity is due to a very annoying habit that Wizards of the Coast had to assume that all characters were starting from 1st-level, would remain single-classed, and would not take cross-class skills, when discussing what members of a class can do. You see this in similar issues like: whether a ...


9

There's no point to doing this. The idea behind spell points is to have a single resource fueling your spells regardless of their level. However, Warlocks already have that, because their spell slots are only of a single level. With that said, if you insist on doing this, the correct progression would be: 2 4 6 6 10 10 12 12 14 14 21 21 21 21 21 21 28 28 ...


8

No such option exists. In part because what you are asking for is not a single rule, but multiple changes that all unbalance the game's items and character powers. 4e sacrifices the simulationism of previous editions in favor of tactical gameplay and fine-tuned balance. If you and your players have issue with its lack of verisimilitude you'd probably be ...


7

All of the above, and then some. I believe the intent of the "Wish" addendum is actually that it be cast before or during the excursion to the Feywild causing the time to pass at the same rate for those individuals. The metaphysics of that only happening for a handful of people screws with my head a bit but it seems to be the least complicated mechanical ...


6

Variants are generally not fully developed rules, more akin to fairly comprehensive idea suggestions. You are always going to have to massage variants a bit more than other rules to get them to fit; supplements written after the variant, for example, will almost-never take that variant into account (though it may consider earlier supplemental material, and ...


5

Contrasting @BESW's opinion somewhat, I'd say the answer to your core question, namely: "what other rules do I absolutely need to run a traditional CoC game?", is, simply: None. You don't need any other rules besides the obligatory skill checks (have a skill of 0-99, roll d100, if the result is equal or smaller than your skill rating, you succeed, if not, ...


5

The first problem with making a difference like this is the likelyhood of perceived sexism. It doesn't sound like that's where you're coming from, and it sounds like you don't think your players would mind, but that is what some people are going to think with a question like that. I know that if I tried mechanical differentiation due to sex with the people ...


5

A lot of people run into this problem when using Savage Worlds, and it can be encountered whether using the Super Power Companion or not. On a fundamental level, given the way Savage Worlds is designed, it is extremely difficult to design an encounter with a single enemy foe that doesn't end quickly. This issue is exacerbated with the size and number of ...


4

Not by RAW Simply because the rules written, which you have quoted, say nothing about it being such. It doesn’t mention Leadership or Leadership’s cohort at all, and while it mentions similarities between Wild Cohort and Animal Companion, it does not actually state that Wild Cohort is or counts as Animal Companion. It’s more than reasonable to houserule ...


4

In general, 3.5 and Pathfinder are extremely similar systems. For the most part, rule-changes will probably just work as-is, or work about as well as they did in 3.5. I’ll discuss various aspects of the systems below, with bold used to indicate places where more care is required. Changes that will strongly affect the application of 3.5-based rule-changes ...


4

The way I read it, the wish spell makes time pass at the same rate. So 4 years in the Feywild equals 4 years in their regular realm. So the question is, does the party know at which rate time is going compared to theirs in the Feywild? After all, I wouldn't change it if I gained a huge amount of exp and got to go back to my regular life after only a little ...


3

Rules as written are simply inconsistent here. Each specialist class has three variants: one that replaces the specialist's summon familiar ability, As you can see, here summon familiar that came from class is replaced, but no word about permanency. And later on the same page, in the part you quote, the same page states that you give up ability ...


3

The second. You have an ability to obtain familiar, and you have an option to trade it for another ability. If you acquire the ability to obtain familiar from another source (multiclassing, for example), you will have both a skeletal minion from necromancer variant and a familiar from that another source.


3

Exploding Dice mechanic has little to do with your problem. You see, for a N-sided die an average roll is (N+1)/2. Whereas for an exploding N-sided die an average is (N+1)N/2(N-1) - just N/(N-1) times more. For d6 explosions increase an average roll from 3.5 to 4.2, or 20% increase. For d8 explosions increase an average roll from 4.5 to ~5.1, or ~13% ...


1

The GM should telegraph such monsters If a medusa comes out of a random encounter table and petrifies someone without any warning, that character's player is likely to feel ripped off, and rightly so. It's on the GM to drop hints that a medusa might be in the future, preferably while the party still has enough time to gather necessary supplies and prepare ...



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